Problem with Bounty-Hunter Encounter
I like to make a new encounter fort the Bounty Hunters, but the Encounter won’t work. I like to make, that the BH’s escort s a modified Luxury Liner, but when I fly into the Area, where should the Liners be, there are no ships. But when I delete the Liner from the encounter, everything work. Have anybody an idea, what I make wrong?
These are my entries:
faction_prop.ini:
[FactionProps
affiliation = gd_bh_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_gd_bh
jump_preference = any
npc_ship = gd_bh_bh_fighter_d1
npc_ship = gd_bh_bh_fighter_d2
npc_ship = gd_bh_bh_fighter_d3
npc_ship = gd_bh_bh_fighter_d4
npc_ship = gd_bh_bh_fighter_d5
npc_ship = gd_bh_bh_fighter_d6
npc_ship = gd_bh_bh_elite_d7
npc_ship = gd_bh_bh_elite_d8
npc_ship = gd_bh_bh_elite_d9
npc_ship = gd_bh_bh_elite_d10
npc_ship = gd_bh_bh_elite_d11
npc_ship = gd_bh_bh_elite_d12
npc_ship = gd_bh_bh_elite2_d13
npc_ship = gd_bh_bh_elite2_d14
npc_ship = gd_bh_bh_elite2_d15
npc_ship = gd_bh_bh_elite2_d16
npc_ship = gd_bh_bh_elite2_d17
npc_ship = gd_bh_bh_elite2_d18
npc_ship = gd_bh_bh_elite2_d19
npc_ship = bh_battleship
voice = pilot_f_mil_m01
voice = pilot_f_mil_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_gd
space_costume = pl_male2_head, sh_male2_body, comm_br_elite
space_costume = pl_male3_head_hat, sh_male2_body, comm_br_guard
space_costume = pl_male6_head, sh_male2_body, comm_br_elite
space_costume = pl_male8_head_hat, sh_male2_body, comm_br_guard
space_costume = ge_male6_head, sh_male2_body, comm_br_elite
space_costume = sc_scientist2_head_hat, sh_male2_body, comm_br_guard
space_costume = li_newscaster_head_gen_hat, pl_female2_journeyman_body, comm_br_elite_female
space_costume = li_newscaster_head_gen_hat, pl_female2_journeyman_body, comm_br_guard_female
space_costume = rh_newscaster_head_gen_hat, pl_female2_journeyman_body, comm_br_elite_female
space_costume = rh_newscaster_head_gen_hat, pl_female2_journeyman_body, comm_br_guard_female
space_costume = pl_female2_head, pl_female2_journeyman_body, comm_br_elite_female
space_costume = pl_female2_head, pl_female2_journeyman_body, comm_br_guard_female
firstname_male = 226608, 226741
firstname_female = 226808, 226952
lastname = 227008, 227307
rank_desig = 197137, 197138, 197139, 8, 15
formation_desig = 197821, 197828
large_ship_desig = 196976
large_ship_names = 202608, 202647
formation = fighters, fighter_guild
formation = cruisers, cruiser_wall
formation = battleships, battleship_wall
npcships.ini:
[NPCShipArch
nickname = bh_battleship
loadout = bh_battleship_loadout
level = d19
ship_archetype = ge_liner
pilot = battleship_default
state_graph = CRUISER
npc_class = lawful, class_battleship, d19
formations.ini:
[Formation
nickname = battleship_wall
pos = 0, 0, 0
pos = 400, 0, 0
pos = -400, 0, 0
pos = 0, 200, 0
pos = 400, 200, 0
pos = -400, 200, 0
pos = 400, 0, 0
pos = 400, 200, 0
pos = 0, -200, 0
pos = 400, -200, 0
pos = -400, -200, 0
pos = 400, -200, 0
pl_pos = 0, 0, 500
my encounter (bh_battleship.ini)
[EncounterFormation
ship_by_class = 1, 1, sc_battleships
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 3, 3, sc_fighters
pilot_job = assault_job
make_class = wanderer
formation_by_class = battleships
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation
permutation = 0, 3
Entries in my DL06-System, where the ships should fly:
[EncounterParameters
nickname = bh_battleship_encounter
filename = missions\encounters\bh_battleship.ini
and
[Zone
nickname = Zone_DL06_pop_ambient_01
pos = 0, 0, 0
rotate = 0, 0, 0
shape = SPHERE
size = 37671
sort = 51
toughness = 15
density = 10
repop_time = 5
max_battle_size = 40
damage = 0
spacedust = asteroiddust
spacedust_maxparticles = 0
interference = 0.000000
pop_type = Background
relief_time = 15
population_additive = false
faction_weight = gd_bh_grp, 20
encounter = bh_battleship_encounter, 15, 1.000000
faction = gd_bh_grp, 1.000000
loadouts_utility.ini (I copied that entry from loadouts_specials, after it also won’t work here)
[Loadout
nickname = bh_battleship_loadout
archetype = ge_liner
equip = ge_s_scanner_02
equip = infinite_power
equip = ge_s_tractor_01
equip = sfx_rumble_liner
equip = ge_lnr_engine_01
equip = co_liner_turret01, HpTurret_Liner_01
equip = co_liner_turret01, HpTurret_Liner_02
equip = co_liner_turret01, HpTurret_Liner_03
equip = co_liner_turret01, HpTurret_Liner_04
equip = co_liner_turret01, HpTurret_Liner_05
equip = co_liner_turret01, HpTurret_Liner_06
equip = co_liner_turret01, HpTurret_Liner_07
equip = co_liner_turret01, HpTurret_Liner_08
equip = co_liner_turret01, HpTurret_Liner_09
equip = co_liner_turret01, HpTurret_Liner_10
equip = co_liner_turret01, HpTurret_Liner_11
equip = armor_scale_9
equip = SlowLargeWhite, HpRunningLight12
equip = SlowLargeWhite, HpRunningLight13
equip = SlowLargeWhite, HpRunningLight01
equip = SlowLargeWhite, HpRunningLight02
shiparch.ini (no changes, it’s only the entry from the ge_liner)
[Ship
ids_name = 237036
ids_info = 66576
nickname = ge_liner
LODranges = 0, 500, 750, 1000, 1500, 2250, 2500, 15000
msg_id_prefix = gcs_refer_shiparch_luxliner
mission_property = can_use_large_moors
type = CAPITAL
DA_archetype = ships\utility\luxury_liner\luxury_liner.cmp
material_library = ships\utility\utility_liner.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 5000.000000
hold_size = 1000000
hit_pts = 69300
explosion_arch = explosion_instant
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 360000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
bay_door_anim = Sc_open bay
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
fuse = fuse_ge_liner_death, 0.000000, 1
[CollisionGroup
obj = liner_frnt_lod1
separable = parent_impulse = 60.000000
child_impulse = 2000.000000
debris_type = cap_ship_piece2
mass = 50.000000
fuse = fuse_ge_prison_death, 0.000000, 1
group_dmg_hp = DpFrnt
group_dmg_obj = ge_luxury_frnt_dmg_cap
hit_pts = 69300
root_health_proxy = true
[CollisionGroup
obj = liner_mid_lod1
separable = parent_impulse = 60.000000
child_impulse = 2000.000000
debris_type = debris_vanish
mass = 50.000000
fuse = fuse_ge_prison_death, 0.000000, 1
dmg_hp = DpMid
dmg_obj = ge_luxury_mid_dmg_cap
hit_pts = 69300
root_health_proxy = true
[CollisionGroup
obj = liner_rear_lod1
separable = parent_impulse = 60.000000
child_impulse = 2000.000000
debris_type = debris_vanish
mass = 50.000000
fuse = fuse_ge_prison_death, 0.000000, 1
dmg_hp = DpRear
dmg_obj = ge_luxury_rear_dmg_cap
hit_pts = 69300
root_health_proxy = true
[CollisionGroup
obj = lin
These are my entries:
faction_prop.ini:
[FactionProps
affiliation = gd_bh_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_gd_bh
jump_preference = any
npc_ship = gd_bh_bh_fighter_d1
npc_ship = gd_bh_bh_fighter_d2
npc_ship = gd_bh_bh_fighter_d3
npc_ship = gd_bh_bh_fighter_d4
npc_ship = gd_bh_bh_fighter_d5
npc_ship = gd_bh_bh_fighter_d6
npc_ship = gd_bh_bh_elite_d7
npc_ship = gd_bh_bh_elite_d8
npc_ship = gd_bh_bh_elite_d9
npc_ship = gd_bh_bh_elite_d10
npc_ship = gd_bh_bh_elite_d11
npc_ship = gd_bh_bh_elite_d12
npc_ship = gd_bh_bh_elite2_d13
npc_ship = gd_bh_bh_elite2_d14
npc_ship = gd_bh_bh_elite2_d15
npc_ship = gd_bh_bh_elite2_d16
npc_ship = gd_bh_bh_elite2_d17
npc_ship = gd_bh_bh_elite2_d18
npc_ship = gd_bh_bh_elite2_d19
npc_ship = bh_battleship
voice = pilot_f_mil_m01
voice = pilot_f_mil_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_gd
space_costume = pl_male2_head, sh_male2_body, comm_br_elite
space_costume = pl_male3_head_hat, sh_male2_body, comm_br_guard
space_costume = pl_male6_head, sh_male2_body, comm_br_elite
space_costume = pl_male8_head_hat, sh_male2_body, comm_br_guard
space_costume = ge_male6_head, sh_male2_body, comm_br_elite
space_costume = sc_scientist2_head_hat, sh_male2_body, comm_br_guard
space_costume = li_newscaster_head_gen_hat, pl_female2_journeyman_body, comm_br_elite_female
space_costume = li_newscaster_head_gen_hat, pl_female2_journeyman_body, comm_br_guard_female
space_costume = rh_newscaster_head_gen_hat, pl_female2_journeyman_body, comm_br_elite_female
space_costume = rh_newscaster_head_gen_hat, pl_female2_journeyman_body, comm_br_guard_female
space_costume = pl_female2_head, pl_female2_journeyman_body, comm_br_elite_female
space_costume = pl_female2_head, pl_female2_journeyman_body, comm_br_guard_female
firstname_male = 226608, 226741
firstname_female = 226808, 226952
lastname = 227008, 227307
rank_desig = 197137, 197138, 197139, 8, 15
formation_desig = 197821, 197828
large_ship_desig = 196976
large_ship_names = 202608, 202647
formation = fighters, fighter_guild
formation = cruisers, cruiser_wall
formation = battleships, battleship_wall
npcships.ini:
[NPCShipArch
nickname = bh_battleship
loadout = bh_battleship_loadout
level = d19
ship_archetype = ge_liner
pilot = battleship_default
state_graph = CRUISER
npc_class = lawful, class_battleship, d19
formations.ini:
[Formation
nickname = battleship_wall
pos = 0, 0, 0
pos = 400, 0, 0
pos = -400, 0, 0
pos = 0, 200, 0
pos = 400, 200, 0
pos = -400, 200, 0
pos = 400, 0, 0
pos = 400, 200, 0
pos = 0, -200, 0
pos = 400, -200, 0
pos = -400, -200, 0
pos = 400, -200, 0
pl_pos = 0, 0, 500
my encounter (bh_battleship.ini)
[EncounterFormation
ship_by_class = 1, 1, sc_battleships
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 3, 3, sc_fighters
pilot_job = assault_job
make_class = wanderer
formation_by_class = battleships
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation
permutation = 0, 3
Entries in my DL06-System, where the ships should fly:
[EncounterParameters
nickname = bh_battleship_encounter
filename = missions\encounters\bh_battleship.ini
and
[Zone
nickname = Zone_DL06_pop_ambient_01
pos = 0, 0, 0
rotate = 0, 0, 0
shape = SPHERE
size = 37671
sort = 51
toughness = 15
density = 10
repop_time = 5
max_battle_size = 40
damage = 0
spacedust = asteroiddust
spacedust_maxparticles = 0
interference = 0.000000
pop_type = Background
relief_time = 15
population_additive = false
faction_weight = gd_bh_grp, 20
encounter = bh_battleship_encounter, 15, 1.000000
faction = gd_bh_grp, 1.000000
loadouts_utility.ini (I copied that entry from loadouts_specials, after it also won’t work here)
[Loadout
nickname = bh_battleship_loadout
archetype = ge_liner
equip = ge_s_scanner_02
equip = infinite_power
equip = ge_s_tractor_01
equip = sfx_rumble_liner
equip = ge_lnr_engine_01
equip = co_liner_turret01, HpTurret_Liner_01
equip = co_liner_turret01, HpTurret_Liner_02
equip = co_liner_turret01, HpTurret_Liner_03
equip = co_liner_turret01, HpTurret_Liner_04
equip = co_liner_turret01, HpTurret_Liner_05
equip = co_liner_turret01, HpTurret_Liner_06
equip = co_liner_turret01, HpTurret_Liner_07
equip = co_liner_turret01, HpTurret_Liner_08
equip = co_liner_turret01, HpTurret_Liner_09
equip = co_liner_turret01, HpTurret_Liner_10
equip = co_liner_turret01, HpTurret_Liner_11
equip = armor_scale_9
equip = SlowLargeWhite, HpRunningLight12
equip = SlowLargeWhite, HpRunningLight13
equip = SlowLargeWhite, HpRunningLight01
equip = SlowLargeWhite, HpRunningLight02
shiparch.ini (no changes, it’s only the entry from the ge_liner)
[Ship
ids_name = 237036
ids_info = 66576
nickname = ge_liner
LODranges = 0, 500, 750, 1000, 1500, 2250, 2500, 15000
msg_id_prefix = gcs_refer_shiparch_luxliner
mission_property = can_use_large_moors
type = CAPITAL
DA_archetype = ships\utility\luxury_liner\luxury_liner.cmp
material_library = ships\utility\utility_liner.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 5000.000000
hold_size = 1000000
hit_pts = 69300
explosion_arch = explosion_instant
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 360000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
bay_door_anim = Sc_open bay
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
fuse = fuse_ge_liner_death, 0.000000, 1
[CollisionGroup
obj = liner_frnt_lod1
separable = parent_impulse = 60.000000
child_impulse = 2000.000000
debris_type = cap_ship_piece2
mass = 50.000000
fuse = fuse_ge_prison_death, 0.000000, 1
group_dmg_hp = DpFrnt
group_dmg_obj = ge_luxury_frnt_dmg_cap
hit_pts = 69300
root_health_proxy = true
[CollisionGroup
obj = liner_mid_lod1
separable = parent_impulse = 60.000000
child_impulse = 2000.000000
debris_type = debris_vanish
mass = 50.000000
fuse = fuse_ge_prison_death, 0.000000, 1
dmg_hp = DpMid
dmg_obj = ge_luxury_mid_dmg_cap
hit_pts = 69300
root_health_proxy = true
[CollisionGroup
obj = liner_rear_lod1
separable = parent_impulse = 60.000000
child_impulse = 2000.000000
debris_type = debris_vanish
mass = 50.000000
fuse = fuse_ge_prison_death, 0.000000, 1
dmg_hp = DpRear
dmg_obj = ge_luxury_rear_dmg_cap
hit_pts = 69300
root_health_proxy = true
[CollisionGroup
obj = lin